Hello everyone! This is my first post here on the development forums.
I was reviewing how population dynamics are simulated in the current build. I personally think it would be in our best interest to introduce generational events to the microbial stages. As it is now, the environment is static and the generation of compounds in the environment is static and doesn’t necessarily reflect the ever-changing reality of the natural world. Below I have a list of events that could impact local organism populations. Note: These events last the entire play sequence before the player’s next evolution.
Geological Hot Spot (Increases the output of chemical compounds from thermal vent ecosystems, this would change the concentration of compounds in the environment, increases competition among player and AI organisms with a spike in local population.)
Invasive Presence (Introduces a new invasive organism that can not be part of the predation food web, this would exclude them from predation in AI-controlled organism populations. In addition, the player could earn bonus mutation points for eliminating organisms marked as invasive. Invasive organisms could have speed advantages or an increased resource consumption rate.)
Local Eutrophication (Introduces dead zones to the ecosystem! These pockets of hypoxic water can be generated randomly around the environment. On-screen visualization would be a huge plus, so the player wouldn’t have to constantly look at the oxygen concentration. This ultimately would create a significant decline in populations.)
These are just a few quick examples of how we can more accurately simulate the environment for the microbial stage. Along with this implementation I think it would be in our best interest to better visualize populations with some sort of bar graph in the Report Menu. This could include the individual player species population as well as the population of other organisms. Some nice pie charts for ratio comparison could really polish the current Report system with more visual guides that are ultimately more appealing.